scraped a small amount of crap
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "menu.h"
8
9 VG_STATIC void player__skate_bind( player_instance *player )
10 {
11 struct player_skate *s = &player->_skate;
12 struct player_avatar *av = player->playeravatar;
13 struct skeleton *sk = &av->sk;
14
15 rb_update_transform( &player->rb );
16 s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
17 s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
18 s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
19 s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
20 s->anim_air = skeleton_get_anim( sk, "pose_air" );
21 s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
22 s->anim_push = skeleton_get_anim( sk, "push" );
23 s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
24 s->anim_ollie = skeleton_get_anim( sk, "ollie" );
25 s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
26 s->anim_grabs = skeleton_get_anim( sk, "grabs" );
27 }
28
29 VG_STATIC void player__skate_kill_audio( player_instance *player )
30 {
31 struct player_skate *s = &player->_skate;
32
33 audio_lock();
34 if( s->aud_main )
35 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
36 if( s->aud_air )
37 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
38 if( s->aud_slide )
39 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
40 audio_unlock();
41 }
42
43 /*
44 * Collision detection routines
45 *
46 *
47 */
48
49 /*
50 * Does collision detection on a sphere vs world, and applies some smoothing
51 * filters to the manifold afterwards
52 */
53 VG_STATIC int skate_collide_smooth( player_instance *player,
54 m4x3f mtx, rb_sphere *sphere,
55 rb_ct *man )
56 {
57 world_instance *world = get_active_world();
58
59 int len = 0;
60 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
61
62 for( int i=0; i<len; i++ )
63 {
64 man[i].rba = &player->rb;
65 man[i].rbb = NULL;
66 }
67
68 rb_manifold_filter_coplanar( man, len, 0.03f );
69
70 if( len > 1 )
71 {
72 rb_manifold_filter_backface( man, len );
73 rb_manifold_filter_joint_edges( man, len, 0.03f );
74 rb_manifold_filter_pairs( man, len, 0.03f );
75 }
76 int new_len = rb_manifold_apply_filtered( man, len );
77 if( len && !new_len )
78 len = 1;
79 else
80 len = new_len;
81
82 return len;
83 }
84
85 struct grind_info
86 {
87 v3f co, dir, n;
88 };
89
90 VG_STATIC int skate_grind_scansq( player_instance *player,
91 v3f pos, v3f dir, float r,
92 struct grind_info *inf )
93 {
94 world_instance *world = get_active_world();
95
96 v4f plane;
97 v3_copy( dir, plane );
98 v3_normalize( plane );
99 plane[3] = v3_dot( plane, pos );
100
101 boxf box;
102 v3_add( pos, (v3f){ r, r, r }, box[1] );
103 v3_sub( pos, (v3f){ r, r, r }, box[0] );
104
105 bh_iter it;
106 bh_iter_init( 0, &it );
107 int idx;
108
109 struct grind_sample
110 {
111 v2f co;
112 v2f normal;
113 v3f normal3,
114 centroid;
115 }
116 samples[48];
117 int sample_count = 0;
118
119 v2f support_min,
120 support_max;
121
122 v3f support_axis;
123 v3_cross( plane, player->basis[1], support_axis );
124 v3_normalize( support_axis );
125
126 while( bh_next( world->geo_bh, &it, box, &idx ) ){
127 u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
128 v3f tri[3];
129
130 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
131 if( !(surf->info.flags & k_material_flag_skate_surface) )
132 continue;
133
134 for( int j=0; j<3; j++ )
135 v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
136
137 for( int j=0; j<3; j++ ){
138 int i0 = j,
139 i1 = (j+1) % 3;
140
141 struct grind_sample *sample = &samples[ sample_count ];
142 v3f co;
143
144 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
145 v3f d;
146 v3_sub( co, pos, d );
147 if( v3_length2( d ) > r*r )
148 continue;
149
150 v3f va, vb, normal;
151 v3_sub( tri[1], tri[0], va );
152 v3_sub( tri[2], tri[0], vb );
153 v3_cross( va, vb, normal );
154
155 sample->normal[0] = v3_dot( support_axis, normal );
156 sample->normal[1] = v3_dot( player->basis[1], normal );
157 sample->co[0] = v3_dot( support_axis, d );
158 sample->co[1] = v3_dot( player->basis[1], d );
159
160 v3_copy( normal, sample->normal3 ); /* normalize later
161 if we want to us it */
162
163 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
164 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
165 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
166
167 v2_normalize( sample->normal );
168 sample_count ++;
169
170 if( sample_count == vg_list_size( samples ) )
171 goto too_many_samples;
172 }
173 }
174 }
175
176 too_many_samples:
177
178 if( sample_count < 2 )
179 return 0;
180
181 v3f
182 average_direction,
183 average_normal;
184
185 v2f min_co, max_co;
186 v2_fill( min_co, INFINITY );
187 v2_fill( max_co, -INFINITY );
188
189 v3_zero( average_direction );
190 v3_zero( average_normal );
191
192 int passed_samples = 0;
193
194 for( int i=0; i<sample_count-1; i++ ){
195 struct grind_sample *si, *sj;
196
197 si = &samples[i];
198
199 for( int j=i+1; j<sample_count; j++ ){
200 if( i == j )
201 continue;
202
203 sj = &samples[j];
204
205 /* non overlapping */
206 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
207 continue;
208
209 /* not sharp angle */
210 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
211 continue;
212
213 /* not convex */
214 v3f v0;
215 v3_sub( sj->centroid, si->centroid, v0 );
216 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
217 v3_dot( v0, sj->normal3 ) <= 0.0f )
218 continue;
219
220 v2_minv( sj->co, min_co, min_co );
221 v2_maxv( sj->co, max_co, max_co );
222
223 v3f n0, n1, dir;
224 v3_copy( si->normal3, n0 );
225 v3_copy( sj->normal3, n1 );
226 v3_cross( n0, n1, dir );
227 v3_normalize( dir );
228
229 /* make sure the directions all face a common hemisphere */
230 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
231 v3_add( average_direction, dir, average_direction );
232
233 float yi = v3_dot( player->basis[1], si->normal3 ),
234 yj = v3_dot( player->basis[1], sj->normal3 );
235
236 if( yi > yj )
237 v3_add( si->normal3, average_normal, average_normal );
238 else
239 v3_add( sj->normal3, average_normal, average_normal );
240
241 passed_samples ++;
242 }
243 }
244
245 if( !passed_samples )
246 return 0;
247
248 if( (v3_length2( average_direction ) <= 0.001f) ||
249 (v3_length2( average_normal ) <= 0.001f ) )
250 return 0;
251
252 float div = 1.0f/(float)passed_samples;
253 v3_normalize( average_direction );
254 v3_normalize( average_normal );
255
256 v2f average_coord;
257 v2_add( min_co, max_co, average_coord );
258 v2_muls( average_coord, 0.5f, average_coord );
259
260 v3_muls( support_axis, average_coord[0], inf->co );
261 inf->co[1] += average_coord[1];
262 v3_add( pos, inf->co, inf->co );
263 v3_copy( average_normal, inf->n );
264 v3_copy( average_direction, inf->dir );
265
266 vg_line_pt3( inf->co, 0.02f, VG__GREEN );
267 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
268 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
269
270 return passed_samples;
271 }
272
273 VG_STATIC void reset_jump_info( jump_info *inf )
274 {
275 inf->log_length = 0;
276 inf->land_dist = 0.0f;
277 inf->score = 0.0f;
278 inf->type = k_prediction_unset;
279 v3_zero( inf->apex );
280 }
281
282 VG_STATIC int create_jumps_to_hit_target( player_instance *player,
283 jump_info *jumps,
284 v3f target, float max_angle_delta,
285 float gravity )
286 {
287 struct player_skate *s = &player->_skate;
288
289 /* calculate the exact 2 solutions to jump onto that grind spot */
290
291 v3f v0;
292 v3_sub( target, player->rb.co, v0 );
293 m3x3_mulv( player->invbasis, v0, v0 );
294
295 v3f ax;
296 v3_copy( v0, ax );
297 ax[1] = 0.0f;
298 v3_normalize( ax );
299
300 v3f v_local;
301 m3x3_mulv( player->invbasis, player->rb.v, v_local );
302
303 v2f d = { v3_dot( ax, v0 ), v0[1] },
304 v = { v3_dot( ax, v_local ), v_local[1] };
305
306 float a = atan2f( v[1], v[0] ),
307 m = v2_length( v ),
308 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
309
310 int valid_count = 0;
311
312 if( root > 0.0f ){
313 root = sqrtf( root );
314 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
315 a1 = atanf( (m*m - root) / (gravity * d[0]) );
316
317 if( fabsf(a0-a) < max_angle_delta ){
318 jump_info *inf = &jumps[ valid_count ++ ];
319 reset_jump_info( inf );
320
321 v3_muls( ax, cosf( a0 ) * m, inf->v );
322 inf->v[1] += sinf( a0 ) * m;
323 m3x3_mulv( player->basis, inf->v, inf->v );
324 inf->land_dist = d[0] / (cosf(a0)*m);
325 inf->gravity = gravity;
326
327 v3_copy( target, inf->log[inf->log_length ++] );
328 }
329
330 if( fabsf(a1-a) < max_angle_delta ){
331 jump_info *inf = &jumps[ valid_count ++ ];
332 reset_jump_info( inf );
333
334 v3_muls( ax, cosf( a1 ) * m, inf->v );
335 inf->v[1] += sinf( a1 ) * m;
336 m3x3_mulv( player->basis, inf->v, inf->v );
337 inf->land_dist = d[0] / (cosf(a1)*m);
338 inf->gravity = gravity;
339
340 v3_copy( target, inf->log[inf->log_length ++] );
341 }
342 }
343
344 return valid_count;
345 }
346
347 VG_STATIC
348 void player__approximate_best_trajectory( player_instance *player )
349 {
350 world_instance *world = get_active_world();
351
352 struct player_skate *s = &player->_skate;
353 float k_trace_delta = k_rb_delta * 10.0f;
354
355 s->state.air_start = vg.time;
356 v3_copy( player->rb.v, s->state.air_init_v );
357 v3_copy( player->rb.co, s->state.air_init_co );
358
359 s->possible_jump_count = 0;
360
361 v3f axis;
362 v3_cross( player->rb.v, player->rb.to_world[1], axis );
363 v3_normalize( axis );
364
365 /* at high slopes, Y component is low */
366 float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
367 angle_begin = -(1.0f-fabsf( upness )),
368 angle_end = 1.0f;
369
370 struct grind_info grind;
371 int grind_located = 0;
372 float grind_located_gravity = k_gravity;
373
374
375 v3f launch_v_bounds[2];
376
377 for( int i=0; i<2; i++ ){
378 v3_copy( player->rb.v, launch_v_bounds[i] );
379 float ang = (float[]){ angle_begin, angle_end }[ i ];
380 ang *= 0.15f;
381
382 v4f qbias;
383 q_axis_angle( qbias, axis, ang );
384 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
385 }
386
387 for( int m=0;m<=30; m++ ){
388 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
389 reset_jump_info( inf );
390
391 v3f launch_co, launch_v, co0, co1;
392 v3_copy( player->rb.co, launch_co );
393 v3_copy( player->rb.v, launch_v );
394 v3_copy( launch_co, co0 );
395
396 float vt = (float)m * (1.0f/30.0f),
397 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
398
399 v4f qbias;
400 q_axis_angle( qbias, axis, ang );
401 q_mulv( qbias, launch_v, launch_v );
402
403 float yaw_sketch = 1.0f-fabsf(upness);
404
405 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
406 q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
407 q_mulv( qbias, launch_v, launch_v );
408
409 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
410 gravity = k_gravity * gravity_bias;
411 inf->gravity = gravity;
412 v3_copy( launch_v, inf->v );
413
414 m3x3f basis;
415 m3x3_copy( player->basis, basis );
416
417 for( int i=1; i<=50; i++ ){
418 float t = (float)i * k_trace_delta;
419
420 v3_muls( launch_v, t, co1 );
421 v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
422 v3_add( launch_co, co1, co1 );
423
424 float launch_vy = v3_dot( launch_v,basis[1] );
425
426 int search_for_grind = 1;
427 if( grind_located ) search_for_grind = 0;
428 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
429
430 /* REFACTOR */
431
432 v3f closest={0.0f,0.0f,0.0f};
433 if( search_for_grind ){
434 if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
435
436 float min_dist = 0.75f;
437 min_dist *= min_dist;
438
439 if( v3_dist2( closest, launch_co ) < min_dist )
440 search_for_grind = 0;
441
442 v3f bound[2];
443
444 for( int j=0; j<2; j++ ){
445 v3_muls( launch_v_bounds[j], t, bound[j] );
446 v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
447 v3_add( launch_co, bound[j], bound[j] );
448 }
449
450 float limh = vg_minf( 2.0f, t ),
451 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
452 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
453
454 if( (closest[1] < minh) || (closest[1] > maxh) ){
455 search_for_grind = 0;
456 }
457 }
458 else
459 search_for_grind = 0;
460 }
461
462 if( search_for_grind ){
463 v3f ve;
464 v3_copy( launch_v, ve );
465 v3_muladds( ve, basis[1], -gravity * t, ve );
466
467 if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
468 /* check alignment */
469 v2f v0 = { v3_dot( ve, basis[0] ),
470 v3_dot( ve, basis[2] ) },
471 v1 = { v3_dot( grind.dir, basis[0] ),
472 v3_dot( grind.dir, basis[2] ) };
473
474 v2_normalize( v0 );
475 v2_normalize( v1 );
476
477 float a = v2_dot( v0, v1 );
478
479 float a_min = cosf( VG_PIf * 0.185f );
480 if( s->grind_cooldown )
481 a_min = cosf( VG_PIf * 0.05f );
482
483 /* check speed */
484 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
485 (a >= a_min) &&
486 (fabsf(grind.dir[1]) < 0.70710678118654752f))
487 {
488 grind_located = 1;
489 grind_located_gravity = inf->gravity;
490 }
491 }
492 }
493
494 if( world->rendering_gate ){
495 ent_gate *gate = world->rendering_gate;
496 if( gate_intersect( gate, co1, co0 ) ){
497 m4x3_mulv( gate->transport, co0, co0 );
498 m4x3_mulv( gate->transport, co1, co1 );
499 m3x3_mulv( gate->transport, launch_v, launch_v);
500 m4x3_mulv( gate->transport, launch_co, launch_co );
501 m3x3_mul( gate->transport, basis, basis );
502 }
503 }
504
505 float t1;
506 v3f n;
507
508 float scan_radius = k_board_radius;
509 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
510
511 int idx = spherecast_world( world, co0, co1, scan_radius, &t1, n );
512 if( idx != -1 ){
513 v3f co;
514 v3_lerp( co0, co1, t1, co );
515 v3_copy( co, inf->log[ inf->log_length ++ ] );
516
517 v3_copy( n, inf->n );
518 u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
519 struct world_surface *surf = world_tri_index_surface(world, tri[0]);
520
521 inf->type = k_prediction_land;
522
523 v3f ve;
524 v3_copy( launch_v, ve );
525 v3_muladds( ve, player->basis[1], -gravity * t, ve );
526
527 inf->score = -v3_dot( ve, inf->n );
528 inf->land_dist = t + k_trace_delta * t1;
529
530
531 /* Bias prediction towords ramps */
532 if( !(surf->info.flags & k_material_flag_skate_surface) )
533 inf->score *= 10.0f;
534
535 break;
536 }
537
538 if( i % 3 == 0 )
539 v3_copy( co1, inf->log[ inf->log_length ++ ] );
540
541 v3_copy( co1, co0 );
542 }
543
544 if( inf->type == k_prediction_unset )
545 s->possible_jump_count --;
546 }
547
548 if( grind_located ){
549 jump_info grind_jumps[2];
550
551 int valid_count =
552 create_jumps_to_hit_target( player, grind_jumps, grind.co,
553 0.175f*VG_PIf, grind_located_gravity );
554
555 /* knock out original landing points in the 1m area */
556 for( u32 j=0; j<s->possible_jump_count; j++ ){
557 jump_info *jump = &s->possible_jumps[ j ];
558 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
559 float descale = 1.0f-vg_minf(1.0f,dist);
560 jump->score += descale*3.0f;
561 }
562
563 for( int i=0; i<valid_count; i++ ){
564 jump_info *jump = &grind_jumps[i];
565 jump->type = k_prediction_grind;
566
567 v3f launch_v, launch_co, co0, co1;
568
569 v3_copy( jump->v, launch_v );
570 v3_copy( player->rb.co, launch_co );
571
572 m3x3f basis;
573 m3x3_copy( player->basis, basis );
574
575 float t = 0.05f * jump->land_dist;
576 v3_muls( launch_v, t, co0 );
577 v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
578 v3_add( launch_co, co0, co0 );
579
580 /* rough scan to make sure we dont collide with anything */
581 for( int j=1; j<=16; j++ ){
582 t = (float)j*(1.0f/16.0f);
583 t *= 0.9f;
584 t += 0.05f;
585 t *= jump->land_dist;
586
587 v3_muls( launch_v, t, co1 );
588 v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
589 v3_add( launch_co, co1, co1 );
590
591 float t1;
592 v3f n;
593
594 int idx = spherecast_world( world, co0,co1,
595 k_board_radius*0.1f, &t1, n);
596 if( idx != -1 ){
597 goto invalidated_grind;
598 }
599
600 v3_copy( co1, co0 );
601 }
602
603 v3_copy( grind.n, jump->n );
604
605 /* determine score */
606 v3f ve;
607 v3_copy( jump->v, ve );
608 v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
609 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
610
611 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
612
613 continue;
614 invalidated_grind:;
615 }
616 }
617
618
619 float score_min = INFINITY,
620 score_max = -INFINITY;
621
622 jump_info *best = NULL;
623
624 for( int i=0; i<s->possible_jump_count; i ++ ){
625 jump_info *jump = &s->possible_jumps[i];
626
627 if( jump->score < score_min )
628 best = jump;
629
630 score_min = vg_minf( score_min, jump->score );
631 score_max = vg_maxf( score_max, jump->score );
632 }
633
634 for( int i=0; i<s->possible_jump_count; i ++ ){
635 jump_info *jump = &s->possible_jumps[i];
636 float s = jump->score;
637
638 s -= score_min;
639 s /= (score_max-score_min);
640 s = 1.0f - s;
641
642 jump->score = s;
643 jump->colour = s * 255.0f;
644
645 if( jump == best )
646 jump->colour <<= 16;
647 else if( jump->type == k_prediction_land )
648 jump->colour <<= 8;
649
650 jump->colour |= 0xff000000;
651 }
652
653 if( best ){
654 v3_copy( best->n, s->land_normal );
655 v3_copy( best->v, player->rb.v );
656 s->land_dist = best->land_dist;
657
658 v2f steer = { player->input_js1h->axis.value,
659 player->input_js1v->axis.value };
660 v2_normalize_clamp( steer );
661 s->state.gravity_bias = best->gravity;
662
663 if( best->type == k_prediction_grind ){
664 s->state.activity = k_skate_activity_air_to_grind;
665 }
666
667 if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
668 s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
669 s->state.reverse ;
670 s->state.flip_time = 0.0f;
671 v3_copy( player->rb.to_world[0], s->state.flip_axis );
672 }
673 else{
674 s->state.flip_rate = 0.0f;
675 v3_zero( s->state.flip_axis );
676 }
677 }
678 else{
679 v3_copy( player->basis[1], s->land_normal );
680 }
681 }
682
683 /*
684 *
685 * Varius physics models
686 * ------------------------------------------------
687 */
688
689 /*
690 * Air control, no real physics
691 */
692 VG_STATIC void skate_apply_air_model( player_instance *player )
693 {
694 struct player_skate *s = &player->_skate;
695
696 if( s->state.activity_prev > k_skate_activity_air_to_grind )
697 player__approximate_best_trajectory( player );
698
699 float angle = v3_dot( player->rb.to_world[1], s->land_normal );
700 angle = vg_clampf( angle, -1.0f, 1.0f );
701 v3f axis;
702 v3_cross( player->rb.to_world[1], s->land_normal, axis );
703
704 v4f correction;
705 q_axis_angle( correction, axis,
706 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
707 q_mul( correction, player->rb.q, player->rb.q );
708
709 v2f steer = { player->input_js1h->axis.value,
710 player->input_js1v->axis.value };
711 v2_normalize_clamp( steer );
712 }
713
714 VG_STATIC int player_skate_trick_input( player_instance *player );
715 VG_STATIC void skate_apply_trick_model( player_instance *player )
716 {
717 struct player_skate *s = &player->_skate;
718
719 v3f Fd, Fs, F;
720 v3f strength = { 3.7f, 3.6f, 8.0f };
721
722 v3_muls( s->board_trick_residualv, -4.0f , Fd );
723 v3_muls( s->board_trick_residuald, -10.0f, Fs );
724 v3_add( Fd, Fs, F );
725 v3_mul( strength, F, F );
726
727 v3_muladds( s->board_trick_residualv, F, k_rb_delta,
728 s->board_trick_residualv );
729 v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
730 k_rb_delta, s->board_trick_residuald );
731
732 if( s->state.activity <= k_skate_activity_air_to_grind ){
733 if( v3_length2( s->state.trick_vel ) < 0.0001f )
734 return;
735
736 int carry_on = player_skate_trick_input( player );
737
738 /* we assume velocities share a common divisor, in which case the
739 * interval is the minimum value (if not zero) */
740
741 float min_rate = 99999.0f;
742
743 for( int i=0; i<3; i++ ){
744 float v = s->state.trick_vel[i];
745 if( (v > 0.0f) && (v < min_rate) )
746 min_rate = v;
747 }
748
749 float interval = 1.0f / min_rate,
750 current = floorf( s->state.trick_time / interval ),
751 next_end = (current+1.0f) * interval;
752
753
754 /* integrate trick velocities */
755 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
756 s->state.trick_euler );
757
758 if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
759 s->state.trick_time = 0.0f;
760 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
761 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
762 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
763 v3_copy( s->state.trick_vel, s->board_trick_residualv );
764 v3_zero( s->state.trick_vel );
765 }
766
767 s->state.trick_time += k_rb_delta;
768 }
769 else{
770 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
771 s->state.trick_time > 0.2f)
772 {
773 player__skate_kill_audio( player );
774 player__dead_transition( player );
775 }
776
777 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
778 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
779 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
780 s->state.trick_time = 0.0f;
781 v3_zero( s->state.trick_vel );
782 }
783 }
784
785 VG_STATIC void skate_apply_grab_model( player_instance *player )
786 {
787 struct player_skate *s = &player->_skate;
788
789 float grabt = player->input_grab->axis.value;
790
791 if( grabt > 0.5f ){
792 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
793 s->state.grab_mouse_delta );
794
795 v2_normalize_clamp( s->state.grab_mouse_delta );
796 }
797 else
798 v2_zero( s->state.grab_mouse_delta );
799
800 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
801 }
802
803 VG_STATIC void skate_apply_steering_model( player_instance *player )
804 {
805 struct player_skate *s = &player->_skate;
806
807 /* Steering */
808 float steer = player->input_js1h->axis.value,
809 grab = player->input_grab->axis.value;
810
811 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
812
813 v3f steer_axis;
814 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
815
816 float rate = 26.0f,
817 top = 1.0f;
818
819 if( s->state.activity <= k_skate_activity_air_to_grind ){
820 rate = 6.0f * fabsf(steer);
821 top = 1.5f;
822 }
823 else{
824 /* rotate slower when grabbing on ground */
825 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
826
827 if( s->state.activity == k_skate_activity_grind_5050 ){
828 rate = 0.0f;
829 top = 0.0f;
830 }
831
832 else if( s->state.activity >= k_skate_activity_grind_any ){
833 rate *= fabsf(steer);
834
835 float a = 0.8f * -steer * k_rb_delta;
836
837 v4f q;
838 q_axis_angle( q, player->rb.to_world[1], a );
839 q_mulv( q, s->grind_vec, s->grind_vec );
840
841 v3_normalize( s->grind_vec );
842 }
843
844 else if( s->state.manual_direction ){
845 rate = 35.0f;
846 top = 1.5f;
847 }
848 }
849
850 float current = v3_dot( player->rb.to_world[1], player->rb.w ),
851 addspeed = (steer * -top) - current,
852 maxaccel = rate * k_rb_delta,
853 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
854
855 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
856 }
857
858 /*
859 * Computes friction and surface interface model
860 */
861 VG_STATIC void skate_apply_friction_model( player_instance *player )
862 {
863 struct player_skate *s = &player->_skate;
864
865 /*
866 * Computing localized friction forces for controlling the character
867 * Friction across X is significantly more than Z
868 */
869
870 v3f vel;
871 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
872 float slip = 0.0f;
873
874 if( fabsf(vel[2]) > 0.01f )
875 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
876
877 if( fabsf( slip ) > 1.2f )
878 slip = vg_signf( slip ) * 1.2f;
879
880 s->state.slip = slip;
881 s->state.reverse = -vg_signf(vel[2]);
882
883 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
884 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
885
886 /* Pushing additive force */
887
888 if( !player->input_jump->button.value ){
889 if( player->input_push->button.value ||
890 (vg.time-s->state.start_push<0.75) )
891 {
892 if( (vg.time - s->state.cur_push) > 0.25 )
893 s->state.start_push = vg.time;
894
895 s->state.cur_push = vg.time;
896
897 double push_time = vg.time - s->state.start_push;
898
899 float cycle_time = push_time*k_push_cycle_rate,
900 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
901 amt = accel * VG_TIMESTEP_FIXED,
902 current = v3_length( vel ),
903 new_vel = vg_minf( current + amt, k_max_push_speed ),
904 delta = new_vel - vg_minf( current, k_max_push_speed );
905
906 vel[2] += delta * -s->state.reverse;
907 }
908 }
909
910 /* Send back to velocity */
911 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
912 }
913
914 VG_STATIC void skate_apply_jump_model( player_instance *player )
915 {
916 struct player_skate *s = &player->_skate;
917 int charging_jump_prev = s->state.charging_jump;
918 s->state.charging_jump = player->input_jump->button.value;
919
920 /* Cannot charge this in air */
921 if( s->state.activity <= k_skate_activity_air_to_grind ){
922 s->state.charging_jump = 0;
923 return;
924 }
925
926 if( s->state.charging_jump ){
927 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
928
929 if( !charging_jump_prev )
930 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
931 }
932 else{
933 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
934 }
935
936 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
937
938 /* player let go after charging past 0.2: trigger jump */
939 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
940 v3f jumpdir;
941
942 /* Launch more up if alignment is up else improve velocity */
943 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
944 mod = 0.5f,
945 dir = mod + fabsf(aup)*(1.0f-mod);
946
947 if( s->state.activity == k_skate_activity_ground ){
948 v3_copy( player->rb.v, jumpdir );
949 v3_normalize( jumpdir );
950 v3_muls( jumpdir, 1.0f-dir, jumpdir );
951 v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
952 v3_normalize( jumpdir );
953 }else{
954 v3_copy( s->state.up_dir, jumpdir );
955 s->grind_cooldown = 30;
956 s->state.activity = k_skate_activity_ground;
957
958 float tilt = player->input_js1h->axis.value * 0.3f;
959 tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
960
961 v4f qtilt;
962 q_axis_angle( qtilt, s->grind_dir, tilt );
963 q_mulv( qtilt, jumpdir, jumpdir );
964 }
965 s->surface_cooldown = 10;
966
967 float force = k_jump_force*s->state.jump_charge;
968 v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
969 s->state.jump_charge = 0.0f;
970 s->state.jump_time = vg.time;
971
972 v2f steer = { player->input_js1h->axis.value,
973 player->input_js1v->axis.value };
974 v2_normalize_clamp( steer );
975
976 audio_lock();
977 audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
978 audio_unlock();
979 }
980 }
981
982 VG_STATIC void skate_apply_pump_model( player_instance *player )
983 {
984 struct player_skate *s = &player->_skate;
985
986 if( s->state.activity != k_skate_activity_ground ){
987 v3_zero( s->state.throw_v );
988 return;
989 }
990
991 /* Throw / collect routine
992 */
993 if( player->input_grab->axis.value > 0.5f ){
994 if( s->state.activity == k_skate_activity_ground ){
995 /* Throw */
996 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
997 }
998 }
999 else{
1000 /* Collect */
1001 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1002
1003 v3f Fl, Fv;
1004 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1005
1006 if( s->state.activity == k_skate_activity_ground ){
1007 if( v3_length2(player->rb.v)<(20.0f*20.0f) )
1008 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
1009 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
1010 }
1011
1012 v3_muls( player->rb.to_world[1], -doty, Fv );
1013 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
1014 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
1015 }
1016
1017 /* Decay */
1018 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1019 v3f dir;
1020 v3_copy( s->state.throw_v, dir );
1021 v3_normalize( dir );
1022
1023 float max = v3_dot( dir, s->state.throw_v ),
1024 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1025 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
1026 }
1027 }
1028
1029 VG_STATIC void skate_apply_cog_model( player_instance *player )
1030 {
1031 struct player_skate *s = &player->_skate;
1032
1033 v3f ideal_cog, ideal_diff, ideal_dir;
1034 v3_copy( s->state.up_dir, ideal_dir );
1035 v3_normalize( ideal_dir );
1036
1037 v3_muladds( player->rb.co, ideal_dir,
1038 1.0f-player->input_grab->axis.value, ideal_cog );
1039 v3_sub( ideal_cog, s->state.cog, ideal_diff );
1040
1041 /* Apply velocities */
1042 v3f rv;
1043 v3_sub( player->rb.v, s->state.cog_v, rv );
1044
1045 v3f F;
1046 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1047 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1048
1049 float ra = k_cog_mass_ratio,
1050 rb = 1.0f-k_cog_mass_ratio;
1051
1052 /* Apply forces & intergrate */
1053 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
1054 v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
1055 s->state.cog_v );
1056
1057 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1058 }
1059
1060
1061 VG_STATIC void skate_integrate( player_instance *player )
1062 {
1063 struct player_skate *s = &player->_skate;
1064
1065 float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
1066 decay_rate_z = decay_rate_x,
1067 decay_rate_y = 1.0f;
1068
1069 if( s->state.activity >= k_skate_activity_grind_any ){
1070 #if 0
1071 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
1072 decay_rate_y = decay_rate;
1073 #endif
1074 decay_rate_x = 1.0f-(16.0f*k_rb_delta);
1075 decay_rate_y = 1.0f-(10.0f*k_rb_delta);
1076 decay_rate_z = 1.0f-(40.0f*k_rb_delta);
1077 }
1078
1079 float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
1080 wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
1081 wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
1082
1083 v3_muls( player->rb.to_world[0], wx, player->rb.w );
1084 v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
1085 v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
1086
1087 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1088 rb_update_transform( &player->rb );
1089 }
1090
1091 /*
1092 * 1 2 or 3
1093 */
1094
1095 VG_STATIC void skate_copy_holdout( player_instance *player )
1096 {
1097 struct player_skate *s = &player->_skate;
1098 struct player_avatar *av = player->playeravatar;
1099 struct skeleton *sk = &av->sk;
1100 skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
1101 }
1102
1103 VG_STATIC int player_skate_trick_input( player_instance *player )
1104 {
1105 return (player->input_trick0->button.value) |
1106 (player->input_trick1->button.value << 1) |
1107 (player->input_trick2->button.value << 1) |
1108 (player->input_trick2->button.value);
1109 }
1110
1111 VG_STATIC void player__skate_pre_update( player_instance *player )
1112 {
1113 struct player_skate *s = &player->_skate;
1114
1115 if( vg_input_button_down( player->input_use ) ){
1116 player->subsystem = k_player_subsystem_walk;
1117
1118 v3f angles;
1119 v3_copy( player->cam.angles, angles );
1120 angles[2] = 0.0f;
1121
1122 skate_copy_holdout( player );
1123 player->holdout_time = 0.34f;
1124 player__skate_kill_audio( player );
1125 player__walk_transition( player, angles );
1126 return;
1127 }
1128
1129 int trick_id;
1130 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
1131 (trick_id = player_skate_trick_input( player )) )
1132 {
1133 if( (vg.time - s->state.jump_time) < 0.1f ){
1134 v3_zero( s->state.trick_vel );
1135 s->state.trick_time = 0.0f;
1136
1137 if( trick_id == 1 ){
1138 s->state.trick_vel[0] = 3.0f;
1139 }
1140 else if( trick_id == 2 ){
1141 s->state.trick_vel[2] = 3.0f;
1142 }
1143 else if( trick_id == 3 ){
1144 s->state.trick_vel[0] = 2.0f;
1145 s->state.trick_vel[2] = 2.0f;
1146 }
1147 }
1148 }
1149 }
1150
1151 VG_STATIC void player__skate_post_update( player_instance *player )
1152 {
1153 struct player_skate *s = &player->_skate;
1154
1155 for( int i=0; i<s->possible_jump_count; i++ ){
1156 jump_info *jump = &s->possible_jumps[i];
1157
1158 if( jump->log_length == 0 ){
1159 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1160 }
1161
1162 for( int j=0; j<jump->log_length - 1; j ++ ){
1163 float brightness = jump->score*jump->score*jump->score;
1164 v3f p1;
1165 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1166 vg_line( jump->log[j], p1, jump->colour );
1167 }
1168
1169 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1170
1171 v3f p1;
1172 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1173 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1174
1175 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1176 }
1177
1178 audio_lock();
1179
1180 float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1181 speed = v3_length( player->rb.v ),
1182 attn = vg_minf( 1.0f, speed*0.1f ),
1183 slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
1184
1185 if( s->state.activity >= k_skate_activity_grind_any ){
1186 slide = 0.0f;
1187 }
1188
1189 static float menu_gate = 1.0f;
1190 menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.frame_delta*4.0f );
1191
1192 float
1193 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
1194 vol_air = sqrtf( air *attn * 0.5f ) * menu_gate,
1195 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * menu_gate;
1196
1197 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1198
1199 if( !s->aud_air ){
1200 s->aud_air = audio_get_first_idle_channel();
1201 if( s->aud_air )
1202 audio_channel_init( s->aud_air, &audio_board[1], flags );
1203 }
1204
1205 if( !s->aud_slide ){
1206 s->aud_slide = audio_get_first_idle_channel();
1207 if( s->aud_slide )
1208 audio_channel_init( s->aud_slide, &audio_board[2], flags );
1209 }
1210
1211
1212 /* brrrrrrrrrrrt sound for tiles and stuff
1213 * --------------------------------------------------------*/
1214 float sidechain_amt = 0.0f,
1215 hz = vg_maxf( speed * 2.0f, 2.0f );
1216
1217 if( (s->surface == k_surface_prop_tiles) &&
1218 (s->state.activity < k_skate_activity_grind_any) )
1219 sidechain_amt = 1.0f;
1220 else
1221 sidechain_amt = 0.0f;
1222
1223 audio_set_lfo_frequency( 0, hz );
1224 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1225 vg_lerpf( 250.0f, 80.0f, attn ) );
1226
1227 if( s->sample_change_cooldown > 0.0f ){
1228 s->sample_change_cooldown -= vg.frame_delta;
1229 }
1230 else{
1231 int sample_type = k_skate_sample_concrete;
1232
1233 if( s->state.activity == k_skate_activity_grind_5050 ){
1234 if( s->surface == k_surface_prop_metal )
1235 sample_type = k_skate_sample_metal_scrape_generic;
1236 else
1237 sample_type = k_skate_sample_concrete_scrape_metal;
1238 }
1239 else if( (s->state.activity == k_skate_activity_grind_back50) ||
1240 (s->state.activity == k_skate_activity_grind_front50) )
1241 {
1242 if( s->surface == k_surface_prop_metal ){
1243 sample_type = k_skate_sample_metal_scrape_generic;
1244 }
1245 else{
1246 float a = v3_dot( player->rb.to_world[2], s->grind_dir );
1247 if( fabsf(a) > 0.70710678118654752f )
1248 sample_type = k_skate_sample_concrete_scrape_wood;
1249 else
1250 sample_type = k_skate_sample_concrete_scrape_metal;
1251 }
1252 }
1253 else if( s->state.activity == k_skate_activity_grind_boardslide ){
1254 if( s->surface == k_surface_prop_metal )
1255 sample_type = k_skate_sample_metal_scrape_generic;
1256 else
1257 sample_type = k_skate_sample_concrete_scrape_wood;
1258 }
1259
1260 audio_clip *relevant_samples[] = {
1261 &audio_board[0],
1262 &audio_board[0],
1263 &audio_board[7],
1264 &audio_board[6],
1265 &audio_board[5]
1266 };
1267
1268 if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
1269 s->aud_main =
1270 audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
1271 0.06f, flags );
1272 s->sample_change_cooldown = 0.1f;
1273 s->main_sample_type = sample_type;
1274 }
1275 }
1276
1277 if( s->aud_main ){
1278 s->aud_main->colour = 0x00103efe;
1279 audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
1280 //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1281 audio_channel_edit_volume( s->aud_main, vol_main, 1 );
1282 audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
1283
1284 float rate = 1.0f + (attn-0.5f)*0.2f;
1285 audio_channel_set_sampling_rate( s->aud_main, rate );
1286 }
1287
1288 if( s->aud_slide ){
1289 s->aud_slide->colour = 0x00103efe;
1290 audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
1291 //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1292 audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
1293 audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
1294 }
1295
1296 if( s->aud_air ){
1297 s->aud_air->colour = 0x00103efe;
1298 audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
1299 //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1300 audio_channel_edit_volume( s->aud_air, vol_air, 1 );
1301 }
1302
1303 audio_unlock();
1304 }
1305
1306 /*
1307 * truck alignment model at ra(local)
1308 * returns 1 if valid surface:
1309 * surface_normal will be filled out with an averaged normal vector
1310 * axel_dir will be the direction from left to right wheels
1311 *
1312 * returns 0 if no good surface found
1313 */
1314 VG_STATIC
1315 int skate_compute_surface_alignment( player_instance *player,
1316 v3f ra, u32 colour,
1317 v3f surface_normal, v3f axel_dir )
1318 {
1319 struct player_skate *s = &player->_skate;
1320 world_instance *world = get_active_world();
1321
1322 v3f truck, left, right;
1323 m4x3_mulv( player->rb.to_world, ra, truck );
1324
1325 v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
1326 v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
1327 vg_line( left, right, colour );
1328
1329 float k_max_truck_flex = VG_PIf * 0.25f;
1330
1331 ray_hit ray_l, ray_r;
1332
1333 v3f dir;
1334 v3_muls( player->rb.to_world[1], -1.0f, dir );
1335
1336 int res_l = 0, res_r = 0;
1337
1338 for( int i=0; i<8; i++ )
1339 {
1340 float t = 1.0f - (float)i * (1.0f/8.0f);
1341 v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
1342 v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
1343 ray_l.dist = 2.1f * k_board_radius;
1344
1345 res_l = ray_world( world, left, dir, &ray_l );
1346
1347 if( res_l )
1348 break;
1349 }
1350
1351 for( int i=0; i<8; i++ )
1352 {
1353 float t = 1.0f - (float)i * (1.0f/8.0f);
1354 v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
1355 v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
1356 ray_r.dist = 2.1f * k_board_radius;
1357
1358 res_r = ray_world( world, right, dir, &ray_r );
1359
1360 if( res_r )
1361 break;
1362 }
1363
1364 v3f v0;
1365 v3f midpoint;
1366 v3f tangent_average;
1367 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1368 v3_zero( tangent_average );
1369
1370 if( res_l || res_r )
1371 {
1372 v3f p0, p1, t;
1373 v3_copy( midpoint, p0 );
1374 v3_copy( midpoint, p1 );
1375
1376 if( res_l )
1377 {
1378 v3_copy( ray_l.pos, p0 );
1379 v3_cross( ray_l.normal, player->rb.to_world[0], t );
1380 v3_add( t, tangent_average, tangent_average );
1381 }
1382 if( res_r )
1383 {
1384 v3_copy( ray_r.pos, p1 );
1385 v3_cross( ray_r.normal, player->rb.to_world[0], t );
1386 v3_add( t, tangent_average, tangent_average );
1387 }
1388
1389 v3_sub( p1, p0, v0 );
1390 v3_normalize( v0 );
1391 }
1392 else
1393 {
1394 /* fallback: use the closes point to the trucks */
1395 v3f closest;
1396 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1397
1398 if( idx != -1 )
1399 {
1400 u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
1401 v3f verts[3];
1402
1403 for( int j=0; j<3; j++ )
1404 v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
1405
1406 v3f vert0, vert1, n;
1407 v3_sub( verts[1], verts[0], vert0 );
1408 v3_sub( verts[2], verts[0], vert1 );
1409 v3_cross( vert0, vert1, n );
1410 v3_normalize( n );
1411
1412 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1413 return 0;
1414
1415 v3_cross( n, player->rb.to_world[2], v0 );
1416 v3_muladds( v0, player->rb.to_world[2],
1417 -v3_dot( player->rb.to_world[2], v0 ), v0 );
1418 v3_normalize( v0 );
1419
1420 v3f t;
1421 v3_cross( n, player->rb.to_world[0], t );
1422 v3_add( t, tangent_average, tangent_average );
1423 }
1424 else
1425 return 0;
1426 }
1427
1428 v3_muladds( truck, v0, k_board_width, right );
1429 v3_muladds( truck, v0, -k_board_width, left );
1430
1431 vg_line( left, right, VG__WHITE );
1432
1433 v3_normalize( tangent_average );
1434 v3_cross( v0, tangent_average, surface_normal );
1435 v3_copy( v0, axel_dir );
1436
1437 return 1;
1438 }
1439
1440 VG_STATIC void skate_weight_distribute( player_instance *player )
1441 {
1442 struct player_skate *s = &player->_skate;
1443 v3_zero( s->weight_distribution );
1444
1445 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1446
1447 if( s->state.manual_direction == 0 ){
1448 if( (player->input_js1v->axis.value > 0.7f) &&
1449 (s->state.activity == k_skate_activity_ground) &&
1450 (s->state.jump_charge <= 0.01f) )
1451 s->state.manual_direction = reverse_dir;
1452 }
1453 else{
1454 if( player->input_js1v->axis.value < 0.1f ){
1455 s->state.manual_direction = 0;
1456 }
1457 else{
1458 if( reverse_dir != s->state.manual_direction ){
1459 return;
1460 }
1461 }
1462 }
1463
1464 if( s->state.manual_direction ){
1465 float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
1466 s->weight_distribution[2] = k_board_length * amt *
1467 (float)s->state.manual_direction;
1468 }
1469
1470 if( s->state.manual_direction ){
1471 v3f plane_z;
1472
1473 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1474 v3_negate( plane_z, plane_z );
1475
1476 v3_muladds( plane_z, s->surface_picture,
1477 -v3_dot( plane_z, s->surface_picture ), plane_z );
1478 v3_normalize( plane_z );
1479
1480 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1481 v3_normalize( plane_z );
1482
1483 v3f p1;
1484 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1485 vg_line( player->rb.co, p1, VG__GREEN );
1486
1487 v3f refdir;
1488 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1489 refdir );
1490
1491 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1492 k_manul_spring, k_manul_dampener,
1493 s->substep_delta );
1494 }
1495 }
1496
1497 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1498 {
1499 struct player_skate *s = &player->_skate;
1500
1501 if( s->state.activity == k_skate_activity_ground ){
1502 v3f target;
1503 v3_copy( s->surface_picture, target );
1504
1505 target[1] += 2.0f * s->surface_picture[1];
1506 v3_normalize( target );
1507
1508 v3_lerp( s->state.up_dir, target,
1509 8.0f * s->substep_delta, s->state.up_dir );
1510 }
1511 else if( s->state.activity <= k_skate_activity_air_to_grind ){
1512 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1513 8.0f * s->substep_delta, s->state.up_dir );
1514 }
1515 else{
1516 v3_lerp( s->state.up_dir, player->basis[1],
1517 12.0f * s->substep_delta, s->state.up_dir );
1518 }
1519 }
1520
1521 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1522 {
1523 v3f dir;
1524 v3_sub( target, origin, dir );
1525
1526 ray_hit ray;
1527 ray.dist = v3_length( dir );
1528 v3_muls( dir, 1.0f/ray.dist, dir );
1529 ray.dist -= 0.025f;
1530
1531 if( ray_world( get_active_world(), origin, dir, &ray ) )
1532 return 0;
1533
1534 return 1;
1535 }
1536
1537 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1538 {
1539 v3_copy( inf->dir, mtx[0] );
1540 v3_copy( inf->n, mtx[1] );
1541 v3_cross( mtx[0], mtx[1], mtx[2] );
1542 }
1543
1544 VG_STATIC void skate_grind_friction( player_instance *player,
1545 struct grind_info *inf, float strength )
1546 {
1547 v3f v2;
1548 v3_muladds( player->rb.to_world[2], inf->n,
1549 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1550
1551 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1552 dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
1553 F = a * -dir * k_grind_max_friction;
1554
1555 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1556 }
1557
1558 VG_STATIC void skate_grind_decay( player_instance *player,
1559 struct grind_info *inf, float strength )
1560 {
1561 m3x3f mtx, mtx_inv;
1562 skate_grind_orient( inf, mtx );
1563 m3x3_transpose( mtx, mtx_inv );
1564
1565 v3f v_grind;
1566 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1567
1568 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1569 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1570 m3x3_mulv( mtx, v_grind, player->rb.v );
1571 }
1572
1573 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1574 float sign, struct grind_info *inf,
1575 float strength )
1576 {
1577 struct player_skate *s = &player->_skate;
1578
1579 /* REFACTOR */
1580 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1581 v3f raw, wsp;
1582 m3x3_mulv( player->rb.to_world, ra, raw );
1583 v3_add( player->rb.co, raw, wsp );
1584
1585 v3_copy( ra, s->weight_distribution );
1586
1587 v3f delta;
1588 v3_sub( inf->co, wsp, delta );
1589
1590 /* spring force */
1591 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1592 player->rb.v );
1593
1594 skate_grind_decay( player, inf, strength );
1595 skate_grind_friction( player, inf, strength );
1596
1597 /* yeah yeah yeah yeah */
1598 v3f raw_nplane, axis;
1599 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1600 v3_cross( raw_nplane, inf->n, axis );
1601 v3_normalize( axis );
1602
1603 /* orientation */
1604 m3x3f mtx;
1605 skate_grind_orient( inf, mtx );
1606 v3f target_fwd, fwd, up, target_up;
1607 m3x3_mulv( mtx, s->grind_vec, target_fwd );
1608 v3_copy( raw_nplane, fwd );
1609 v3_copy( player->rb.to_world[1], up );
1610 v3_copy( inf->n, target_up );
1611
1612 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1613 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1614
1615 v3_normalize( target_fwd );
1616 v3_normalize( fwd );
1617
1618
1619 float way = player->input_js1v->axis.value *
1620 vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1621
1622 v4f q;
1623 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1624 q_mulv( q, target_up, target_up );
1625 q_mulv( q, target_fwd, target_fwd );
1626
1627 rb_effect_spring_target_vector( &player->rb, up, target_up,
1628 k_grind_spring,
1629 k_grind_dampener,
1630 k_rb_delta );
1631
1632 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1633 k_grind_spring*strength,
1634 k_grind_dampener*strength,
1635 k_rb_delta );
1636
1637 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1638 vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
1639 vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
1640
1641 s->grind_strength = strength;
1642
1643 /* Fake contact */
1644 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1645 m4x3_mulv( player->rb.to_local, wsp, limit->ra );
1646 m3x3_mulv( player->rb.to_local, inf->n, limit->n );
1647 limit->p = 0.0f;
1648
1649 v3_copy( inf->dir, s->grind_dir );
1650 }
1651
1652 VG_STATIC void skate_5050_apply( player_instance *player,
1653 struct grind_info *inf_front,
1654 struct grind_info *inf_back )
1655 {
1656 struct player_skate *s = &player->_skate;
1657 struct grind_info inf_avg;
1658
1659 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1660 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1661 v3_normalize( inf_avg.dir );
1662
1663 v3f axis_front, axis_back, axis;
1664 v3_cross( inf_front->dir, inf_front->n, axis_front );
1665 v3_cross( inf_back->dir, inf_back->n, axis_back );
1666 v3_add( axis_front, axis_back, axis );
1667 v3_normalize( axis );
1668
1669 v3_cross( axis, inf_avg.dir, inf_avg.n );
1670 skate_grind_decay( player, &inf_avg, 1.0f );
1671
1672
1673 float way = player->input_js1v->axis.value *
1674 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1675 v4f q;
1676 v3f up, target_up;
1677 v3_copy( player->rb.to_world[1], up );
1678 v3_copy( inf_avg.n, target_up );
1679 q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
1680 q_mulv( q, target_up, target_up );
1681
1682 v3_zero( s->weight_distribution );
1683 s->weight_distribution[2] = k_board_length * -way;
1684
1685 rb_effect_spring_target_vector( &player->rb, up, target_up,
1686 k_grind_spring,
1687 k_grind_dampener,
1688 k_rb_delta );
1689
1690 v3f fwd_nplane, dir_nplane;
1691 v3_muladds( player->rb.to_world[2], inf_avg.n,
1692 -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
1693
1694 v3f dir;
1695 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1696 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1697
1698 v3_normalize( fwd_nplane );
1699 v3_normalize( dir_nplane );
1700
1701 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1702 1000.0f,
1703 k_grind_dampener,
1704 k_rb_delta );
1705
1706 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1707 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1708 delta_front, delta_back, delta_total;
1709
1710 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1711 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1712
1713 v3_sub( inf_front->co, pos_front, delta_front );
1714 v3_sub( inf_back->co, pos_back, delta_back );
1715 v3_add( delta_front, delta_back, delta_total );
1716
1717 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1718
1719 /* Fake contact */
1720 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1721 v3_zero( limit->ra );
1722 m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
1723 limit->p = 0.0f;
1724
1725 v3_copy( inf_avg.dir, s->grind_dir );
1726 }
1727
1728 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1729 struct grind_info *inf )
1730 {
1731 struct player_skate *s = &player->_skate;
1732
1733 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1734 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1735
1736 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1737 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1738
1739 /* Exit condition: lost grind tracking */
1740 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1741 return 0;
1742
1743 /* Exit condition: cant see grind target directly */
1744 if( !skate_point_visible( wheel_co, inf->co ) )
1745 return 0;
1746
1747 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1748 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1749 minv = k_grind_axel_min_vel*0.8f;
1750
1751 if( dv < minv )
1752 return 0;
1753
1754 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1755 return 0;
1756
1757 v3_copy( inf->dir, s->grind_dir );
1758 return 1;
1759 }
1760
1761 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1762 struct grind_info *inf )
1763 {
1764 struct player_skate *s = &player->_skate;
1765
1766 /* REFACTOR */
1767 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1768
1769 v3f raw, wsp;
1770 m3x3_mulv( player->rb.to_world, ra, raw );
1771 v3_add( player->rb.co, raw, wsp );
1772
1773 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1774 {
1775 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1776 return 0;
1777
1778 /* velocity should be at least 60% aligned */
1779 v3f pv, axis;
1780 v3_cross( inf->n, inf->dir, axis );
1781 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1782
1783 if( v3_length2( pv ) < 0.0001f )
1784 return 0;
1785 v3_normalize( pv );
1786
1787 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1788 return 0;
1789
1790 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1791 return 0;
1792
1793 #if 0
1794 /* check for vertical alignment */
1795 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1796 return 0;
1797 #endif
1798
1799 v3f local_co, local_dir, local_n;
1800 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1801 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1802 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1803
1804 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1805
1806 float truck_height = -(k_board_radius+0.03f);
1807
1808 v3f rv;
1809 v3_cross( player->rb.w, raw, rv );
1810 v3_add( player->rb.v, rv, rv );
1811
1812 if( (local_co[1] >= truck_height) &&
1813 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1814 {
1815 return 1;
1816 }
1817 }
1818
1819 return 0;
1820 }
1821
1822 VG_STATIC void skate_boardslide_apply( player_instance *player,
1823 struct grind_info *inf )
1824 {
1825 struct player_skate *s = &player->_skate;
1826
1827 v3f local_co, local_dir, local_n;
1828 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1829 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1830 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1831
1832 v3f intersection;
1833 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1834 intersection );
1835 v3_copy( intersection, s->weight_distribution );
1836
1837 skate_grind_decay( player, inf, 0.0125f );
1838 skate_grind_friction( player, inf, 0.25f );
1839
1840 /* direction alignment */
1841 v3f dir, perp;
1842 v3_cross( local_dir, local_n, perp );
1843 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1844 v3_muls( perp, vg_signf(perp[2]), perp );
1845
1846 m3x3_mulv( player->rb.to_world, dir, dir );
1847 m3x3_mulv( player->rb.to_world, perp, perp );
1848
1849 v4f qbalance;
1850 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1851 q_mulv( qbalance, perp, perp );
1852
1853 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1854 dir,
1855 k_grind_spring, k_grind_dampener,
1856 k_rb_delta );
1857
1858 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1859 perp,
1860 k_grind_spring, k_grind_dampener,
1861 k_rb_delta );
1862
1863 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1864 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1865
1866 v3_copy( inf->dir, s->grind_dir );
1867 }
1868
1869 VG_STATIC int skate_boardslide_entry( player_instance *player,
1870 struct grind_info *inf )
1871 {
1872 struct player_skate *s = &player->_skate;
1873
1874 if( skate_grind_scansq( player, player->rb.co,
1875 player->rb.to_world[0], k_board_length,
1876 inf ) )
1877 {
1878 v3f local_co, local_dir;
1879 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1880 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1881
1882 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1883 (local_co[1] >= 0.0f) && /* at deck level */
1884 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1885 {
1886 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1887 return 0;
1888
1889 return 1;
1890 }
1891 }
1892
1893 return 0;
1894 }
1895
1896 VG_STATIC int skate_boardslide_renew( player_instance *player,
1897 struct grind_info *inf )
1898 {
1899 struct player_skate *s = &player->_skate;
1900
1901 if( !skate_grind_scansq( player, player->rb.co,
1902 player->rb.to_world[0], k_board_length,
1903 inf ) )
1904 return 0;
1905
1906 /* Exit condition: cant see grind target directly */
1907 v3f vis;
1908 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1909 if( !skate_point_visible( vis, inf->co ) )
1910 return 0;
1911
1912 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1913 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1914 minv = k_grind_axel_min_vel*0.8f;
1915
1916 if( dv < minv )
1917 return 0;
1918
1919 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1920 return 0;
1921
1922 return 1;
1923 }
1924
1925 VG_STATIC void skate_store_grind_vec( player_instance *player,
1926 struct grind_info *inf )
1927 {
1928 struct player_skate *s = &player->_skate;
1929
1930 m3x3f mtx;
1931 skate_grind_orient( inf, mtx );
1932 m3x3_transpose( mtx, mtx );
1933
1934 v3f raw;
1935 v3_sub( inf->co, player->rb.co, raw );
1936
1937 m3x3_mulv( mtx, raw, s->grind_vec );
1938 v3_normalize( s->grind_vec );
1939 v3_copy( inf->dir, s->grind_dir );
1940 }
1941
1942 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1943 {
1944 struct player_skate *s = &player->_skate;
1945
1946 if( s->grind_cooldown > 100 ){
1947 vg_fatal_exit_loop( "wth!\n" );
1948 }
1949
1950 /* debounces this state manager a little bit */
1951 if( s->grind_cooldown ){
1952 s->grind_cooldown --;
1953 return k_skate_activity_undefined;
1954 }
1955
1956 struct grind_info inf_back50,
1957 inf_front50,
1958 inf_slide;
1959
1960 int res_back50 = 0,
1961 res_front50 = 0,
1962 res_slide = 0;
1963
1964 int allow_back = 1,
1965 allow_front = 1;
1966
1967 if( s->state.activity == k_skate_activity_grind_5050 ||
1968 s->state.activity == k_skate_activity_grind_back50 ||
1969 s->state.activity == k_skate_activity_grind_front50 )
1970 {
1971 float tilt = player->input_js1v->axis.value;
1972
1973 if( fabsf(tilt) >= 0.25f ){
1974 v3f raw = {0.0f,0.0f,tilt};
1975 m3x3_mulv( player->rb.to_world, raw, raw );
1976
1977 float way = player->input_js1v->axis.value *
1978 vg_signf( v3_dot( raw, player->rb.v ) );
1979
1980 if( way < 0.0f ) allow_front = 0;
1981 else allow_back = 0;
1982 }
1983 }
1984
1985 if( s->state.activity == k_skate_activity_grind_boardslide ){
1986 res_slide = skate_boardslide_renew( player, &inf_slide );
1987 }
1988 else if( s->state.activity == k_skate_activity_grind_back50 ){
1989 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
1990
1991 if( allow_front )
1992 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
1993 }
1994 else if( s->state.activity == k_skate_activity_grind_front50 ){
1995 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
1996
1997 if( allow_back )
1998 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
1999 }
2000 else if( s->state.activity == k_skate_activity_grind_5050 ){
2001 if( allow_front )
2002 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2003 if( allow_back )
2004 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2005 }
2006 else{
2007 res_slide = skate_boardslide_entry( player, &inf_slide );
2008
2009 if( allow_back )
2010 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2011
2012 if( allow_front )
2013 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2014
2015 if( res_back50 != res_front50 ){
2016 int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
2017
2018 res_back50 &= wants_to_do_that;
2019 res_front50 &= wants_to_do_that;
2020 }
2021 }
2022
2023 const enum skate_activity table[] =
2024 { /* slide | back | front */
2025 k_skate_activity_undefined, /* 0 0 0 */
2026 k_skate_activity_grind_front50, /* 0 0 1 */
2027 k_skate_activity_grind_back50, /* 0 1 0 */
2028 k_skate_activity_grind_5050, /* 0 1 1 */
2029
2030 /* slide has priority always */
2031 k_skate_activity_grind_boardslide, /* 1 0 0 */
2032 k_skate_activity_grind_boardslide, /* 1 0 1 */
2033 k_skate_activity_grind_boardslide, /* 1 1 0 */
2034 k_skate_activity_grind_boardslide, /* 1 1 1 */
2035 }
2036 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2037
2038 if( new_activity == k_skate_activity_undefined ){
2039 if( s->state.activity >= k_skate_activity_grind_any ){
2040 s->grind_cooldown = 15;
2041 s->surface_cooldown = 10;
2042 }
2043 }
2044 else if( new_activity == k_skate_activity_grind_boardslide ){
2045 skate_boardslide_apply( player, &inf_slide );
2046 }
2047 else if( new_activity == k_skate_activity_grind_back50 ){
2048 if( s->state.activity != k_skate_activity_grind_back50 )
2049 skate_store_grind_vec( player, &inf_back50 );
2050
2051 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
2052 }
2053 else if( new_activity == k_skate_activity_grind_front50 ){
2054 if( s->state.activity != k_skate_activity_grind_front50 )
2055 skate_store_grind_vec( player, &inf_front50 );
2056
2057 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
2058 }
2059 else if( new_activity == k_skate_activity_grind_5050 )
2060 skate_5050_apply( player, &inf_front50, &inf_back50 );
2061
2062 return new_activity;
2063 }
2064
2065 VG_STATIC void player__skate_update( player_instance *player )
2066 {
2067 struct player_skate *s = &player->_skate;
2068 world_instance *world = get_active_world();
2069
2070 v3_copy( player->rb.co, s->state.prev_pos );
2071 s->state.activity_prev = s->state.activity;
2072
2073 struct board_collider
2074 {
2075 v3f pos;
2076 float radius;
2077
2078 u32 colour;
2079
2080 enum board_collider_state
2081 {
2082 k_collider_state_default,
2083 k_collider_state_disabled,
2084 k_collider_state_colliding
2085 }
2086 state;
2087 }
2088 wheels[] =
2089 {
2090 {
2091 { 0.0f, 0.0f, -k_board_length },
2092 .radius = k_board_radius,
2093 .colour = VG__RED
2094 },
2095 {
2096 { 0.0f, 0.0f, k_board_length },
2097 .radius = k_board_radius,
2098 .colour = VG__GREEN
2099 }
2100 };
2101
2102 float slap = 0.0f;
2103
2104 if( s->state.activity <= k_skate_activity_air_to_grind ){
2105
2106 float min_dist = 0.6f;
2107 for( int i=0; i<2; i++ ){
2108 v3f wpos, closest;
2109 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2110
2111 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2112 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2113 }
2114 }
2115 min_dist -= 0.2f;
2116 float vy = v3_dot( player->basis[1], player->rb.v );
2117 vy = vg_maxf( 0.0f, vy );
2118
2119 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2120 }
2121 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2122
2123 wheels[0].pos[1] = s->state.slap;
2124 wheels[1].pos[1] = s->state.slap;
2125
2126
2127
2128
2129
2130 const int k_wheel_count = 2;
2131
2132 s->substep = k_rb_delta;
2133 s->substep_delta = s->substep;
2134 s->limit_count = 0;
2135
2136 int substep_count = 0;
2137
2138 v3_zero( s->surface_picture );
2139
2140 int prev_contacts[2];
2141
2142 for( int i=0; i<k_wheel_count; i++ ){
2143 wheels[i].state = k_collider_state_default;
2144 prev_contacts[i] = s->wheel_contacts[i];
2145 }
2146
2147 /* check if we can enter or continue grind */
2148 enum skate_activity grindable_activity = skate_availible_grind( player );
2149 if( grindable_activity != k_skate_activity_undefined ){
2150 s->state.activity = grindable_activity;
2151 goto grinding;
2152 }
2153
2154 int contact_count = 0;
2155 for( int i=0; i<2; i++ ){
2156 v3f normal, axel;
2157 v3_copy( player->rb.to_world[0], axel );
2158
2159 if( skate_compute_surface_alignment( player, wheels[i].pos,
2160 wheels[i].colour, normal, axel ) )
2161 {
2162 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2163 axel,
2164 k_surface_spring, k_surface_dampener,
2165 s->substep_delta );
2166
2167 v3_add( normal, s->surface_picture, s->surface_picture );
2168 contact_count ++;
2169 s->wheel_contacts[i] = 1;
2170 }
2171 else{
2172 s->wheel_contacts[i] = 0;
2173 }
2174
2175 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2176 }
2177
2178 if( s->surface_cooldown ){
2179 s->surface_cooldown --;
2180 contact_count = 0;
2181 }
2182
2183 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2184 audio_lock();
2185 for( int i=0; i<2; i++ ){
2186 if( !prev_contacts[i] ){
2187 v3f co;
2188 m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
2189 audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
2190 }
2191 }
2192 audio_unlock();
2193 }
2194
2195 if( contact_count ){
2196 s->state.activity = k_skate_activity_ground;
2197 s->state.gravity_bias = k_gravity;
2198 v3_normalize( s->surface_picture );
2199
2200 skate_apply_friction_model( player );
2201 skate_weight_distribute( player );
2202 }
2203 else{
2204 if( s->state.activity > k_skate_activity_air_to_grind )
2205 s->state.activity = k_skate_activity_air;
2206
2207 v3_zero( s->weight_distribution );
2208 skate_apply_air_model( player );
2209 }
2210
2211 grinding:;
2212
2213 if( s->state.activity == k_skate_activity_grind_back50 )
2214 wheels[1].state = k_collider_state_disabled;
2215 if( s->state.activity == k_skate_activity_grind_front50 )
2216 wheels[0].state = k_collider_state_disabled;
2217 if( s->state.activity == k_skate_activity_grind_5050 ){
2218 wheels[0].state = k_collider_state_disabled;
2219 wheels[1].state = k_collider_state_disabled;
2220 }
2221
2222 /* all activities */
2223 skate_apply_steering_model( player );
2224 skate_adjust_up_direction( player );
2225 skate_apply_cog_model( player );
2226 skate_apply_jump_model( player );
2227 skate_apply_grab_model( player );
2228 skate_apply_trick_model( player );
2229 skate_apply_pump_model( player );
2230
2231 begin_collision:;
2232
2233 /*
2234 * Phase 0: Continous collision detection
2235 * --------------------------------------------------------------------------
2236 */
2237
2238 v3f head_wp0, head_wp1, start_co;
2239 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
2240 v3_copy( player->rb.co, start_co );
2241
2242 /* calculate transform one step into future */
2243 v3f future_co;
2244 v4f future_q;
2245 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2246
2247 if( v3_length2( player->rb.w ) > 0.0f ){
2248 v4f rotation;
2249 v3f axis;
2250 v3_copy( player->rb.w, axis );
2251
2252 float mag = v3_length( axis );
2253 v3_divs( axis, mag, axis );
2254 q_axis_angle( rotation, axis, mag*s->substep );
2255 q_mul( rotation, player->rb.q, future_q );
2256 q_normalize( future_q );
2257 }
2258 else
2259 v4_copy( player->rb.q, future_q );
2260
2261 v3f future_cg, current_cg, cg_offset;
2262 q_mulv( player->rb.q, s->weight_distribution, current_cg );
2263 q_mulv( future_q, s->weight_distribution, future_cg );
2264 v3_sub( future_cg, current_cg, cg_offset );
2265
2266 /* calculate the minimum time we can move */
2267 float max_time = s->substep;
2268
2269 for( int i=0; i<k_wheel_count; i++ ){
2270 if( wheels[i].state == k_collider_state_disabled )
2271 continue;
2272
2273 v3f current, future, r_cg;
2274
2275 q_mulv( future_q, wheels[i].pos, future );
2276 v3_add( future, future_co, future );
2277 v3_add( cg_offset, future, future );
2278
2279 q_mulv( player->rb.q, wheels[i].pos, current );
2280 v3_add( current, player->rb.co, current );
2281
2282 float t;
2283 v3f n;
2284
2285 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2286 if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
2287 max_time = vg_minf( max_time, t * s->substep );
2288 }
2289
2290 /* clamp to a fraction of delta, to prevent locking */
2291 float rate_lock = substep_count;
2292 rate_lock *= k_rb_delta * 0.1f;
2293 rate_lock *= rate_lock;
2294
2295 max_time = vg_maxf( max_time, rate_lock );
2296 s->substep_delta = max_time;
2297
2298 /* integrate */
2299 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2300 if( v3_length2( player->rb.w ) > 0.0f ){
2301 v4f rotation;
2302 v3f axis;
2303 v3_copy( player->rb.w, axis );
2304
2305 float mag = v3_length( axis );
2306 v3_divs( axis, mag, axis );
2307 q_axis_angle( rotation, axis, mag*s->substep_delta );
2308 q_mul( rotation, player->rb.q, player->rb.q );
2309 q_normalize( player->rb.q );
2310
2311 q_mulv( player->rb.q, s->weight_distribution, future_cg );
2312 v3_sub( current_cg, future_cg, cg_offset );
2313 v3_add( player->rb.co, cg_offset, player->rb.co );
2314 }
2315
2316 rb_update_transform( &player->rb );
2317 v3_muladds( player->rb.v, player->basis[1],
2318 -s->state.gravity_bias * s->substep_delta, player->rb.v );
2319
2320 s->substep -= s->substep_delta;
2321
2322 rb_ct manifold[128];
2323 int manifold_len = 0;
2324
2325 /*
2326 * Phase -1: head detection
2327 * --------------------------------------------------------------------------
2328 */
2329 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2330
2331 float t;
2332 v3f n;
2333 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2334 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2335 {
2336 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2337 rb_update_transform( &player->rb );
2338
2339 player__skate_kill_audio( player );
2340 player__dead_transition( player );
2341 return;
2342 }
2343
2344 /*
2345 * Phase 1: Regular collision detection
2346 * --------------------------------------------------------------------------
2347 */
2348
2349 for( int i=0; i<k_wheel_count; i++ ){
2350 if( wheels[i].state == k_collider_state_disabled )
2351 continue;
2352
2353 m4x3f mtx;
2354 m3x3_identity( mtx );
2355 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2356
2357 rb_sphere collider = { .radius = wheels[i].radius };
2358
2359 rb_ct *man = &manifold[ manifold_len ];
2360
2361 int l = skate_collide_smooth( player, mtx, &collider, man );
2362 if( l )
2363 wheels[i].state = k_collider_state_colliding;
2364
2365 manifold_len += l;
2366 }
2367
2368 float grind_radius = k_board_radius * 0.75f;
2369 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2370 .radius=grind_radius };
2371 m4x3f mtx;
2372 v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
2373 v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
2374 v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
2375 v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
2376 grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
2377
2378 rb_ct *cman = &manifold[manifold_len];
2379
2380 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2381 cman );
2382
2383 /* weld joints */
2384 for( int i=0; i<l; i ++ )
2385 cman[l].type = k_contact_type_edge;
2386 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2387 l = rb_manifold_apply_filtered( cman, l );
2388
2389 manifold_len += l;
2390
2391 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2392
2393 /* add limits */
2394 if( s->state.activity >= k_skate_activity_grind_any ){
2395 for( int i=0; i<s->limit_count; i++ ){
2396 struct grind_limit *limit = &s->limits[i];
2397 rb_ct *ct = &manifold[ manifold_len ++ ];
2398 m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
2399 m3x3_mulv( player->rb.to_world, limit->n, ct->n );
2400 ct->p = limit->p;
2401 ct->type = k_contact_type_default;
2402 }
2403 }
2404
2405 /*
2406 * Phase 3: Dynamics
2407 * --------------------------------------------------------------------------
2408 */
2409
2410
2411 v3f world_cog;
2412 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2413 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2414
2415 for( int i=0; i<manifold_len; i ++ ){
2416 rb_prepare_contact( &manifold[i], s->substep_delta );
2417 rb_debug_contact( &manifold[i] );
2418 }
2419
2420 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2421 v3f extent = { k_board_width, 0.1f, k_board_length };
2422 float ex2 = k_board_interia*extent[0]*extent[0],
2423 ey2 = k_board_interia*extent[1]*extent[1],
2424 ez2 = k_board_interia*extent[2]*extent[2];
2425
2426 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2427 float inv_mass = 1.0f/mass;
2428
2429 v3f I;
2430 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2431 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2432 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2433
2434 m3x3f iI;
2435 m3x3_identity( iI );
2436 iI[0][0] = I[0];
2437 iI[1][1] = I[1];
2438 iI[2][2] = I[2];
2439 m3x3_inv( iI, iI );
2440
2441 m3x3f iIw;
2442 m3x3_mul( iI, player->rb.to_local, iIw );
2443 m3x3_mul( player->rb.to_world, iIw, iIw );
2444
2445 for( int j=0; j<10; j++ ){
2446 for( int i=0; i<manifold_len; i++ ){
2447 /*
2448 * regular dance; calculate velocity & total mass, apply impulse.
2449 */
2450
2451 struct contact *ct = &manifold[i];
2452
2453 v3f rv, delta;
2454 v3_sub( ct->co, world_cog, delta );
2455 v3_cross( player->rb.w, delta, rv );
2456 v3_add( player->rb.v, rv, rv );
2457
2458 v3f raCn;
2459 v3_cross( delta, ct->n, raCn );
2460
2461 v3f raCnI, rbCnI;
2462 m3x3_mulv( iIw, raCn, raCnI );
2463
2464 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2465 vn = v3_dot( rv, ct->n ),
2466 lambda = normal_mass * ( -vn );
2467
2468 float temp = ct->norm_impulse;
2469 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2470 lambda = ct->norm_impulse - temp;
2471
2472 v3f impulse;
2473 v3_muls( ct->n, lambda, impulse );
2474
2475 v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
2476 v3_cross( delta, impulse, impulse );
2477 m3x3_mulv( iIw, impulse, impulse );
2478 v3_add( impulse, player->rb.w, player->rb.w );
2479
2480 v3_cross( player->rb.w, delta, rv );
2481 v3_add( player->rb.v, rv, rv );
2482 vn = v3_dot( rv, ct->n );
2483 }
2484 }
2485
2486 v3f dt;
2487 rb_depenetrate( manifold, manifold_len, dt );
2488 v3_add( dt, player->rb.co, player->rb.co );
2489 rb_update_transform( &player->rb );
2490
2491 substep_count ++;
2492
2493 if( s->substep >= 0.0001f )
2494 goto begin_collision; /* again! */
2495
2496 /*
2497 * End of collision and dynamics routine
2498 * --------------------------------------------------------------------------
2499 */
2500
2501 s->surface = k_surface_prop_concrete;
2502
2503 for( int i=0; i<manifold_len; i++ ){
2504 rb_ct *ct = &manifold[i];
2505 struct world_surface *surf = world_contact_surface( world, ct );
2506
2507 if( surf->info.surface_prop > s->surface )
2508 s->surface = surf->info.surface_prop;
2509 }
2510
2511 for( int i=0; i<k_wheel_count; i++ ){
2512 m4x3f mtx;
2513 m3x3_copy( player->rb.to_world, mtx );
2514 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2515 debug_sphere( mtx, wheels[i].radius,
2516 (u32[]){ VG__WHITE, VG__BLACK,
2517 wheels[i].colour }[ wheels[i].state ]);
2518 }
2519
2520 skate_integrate( player );
2521 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2522
2523 ent_gate *gate =
2524 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2525
2526 if( gate ){
2527 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
2528 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
2529 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
2530 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
2531 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
2532 m3x3_mulv( gate->transport, s->state.head_position,
2533 s->state.head_position );
2534 m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
2535
2536 v4f transport_rotation;
2537 m3x3_q( gate->transport, transport_rotation );
2538 q_mul( transport_rotation, player->rb.q, player->rb.q );
2539 q_mul( transport_rotation, s->state.smoothed_rotation,
2540 s->state.smoothed_rotation );
2541 rb_update_transform( &player->rb );
2542
2543 s->state_gate_storage = s->state;
2544 player__pass_gate( player, gate );
2545 }
2546
2547 /* FIXME: Rate limit */
2548 static int stick_frames = 0;
2549
2550 if( s->state.activity >= k_skate_activity_ground )
2551 stick_frames ++;
2552 else
2553 stick_frames = 0;
2554
2555 if( stick_frames > 5 ) stick_frames = 5;
2556
2557 if( stick_frames == 4 ){
2558 audio_lock();
2559
2560 if( s->state.activity == k_skate_activity_ground ){
2561 if( (fabsf(s->state.slip) > 0.75f) ){
2562 audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
2563 40.0f, 1.0f );
2564 }
2565 else{
2566 audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
2567 40.0f, 1.0f );
2568 }
2569 }
2570 else if( s->surface == k_surface_prop_metal ){
2571 audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
2572 }
2573 else{
2574 audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
2575 }
2576
2577 audio_unlock();
2578 } else if( stick_frames == 0 ){
2579
2580 }
2581 }
2582
2583 VG_STATIC void player__skate_im_gui( player_instance *player )
2584 {
2585 struct player_skate *s = &player->_skate;
2586 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2587 player->rb.v[1],
2588 player->rb.v[2] );
2589 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2590 player->rb.co[1],
2591 player->rb.co[2] );
2592 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2593 player->rb.w[1],
2594 player->rb.w[2] );
2595
2596 const char *activity_txt[] =
2597 {
2598 "air",
2599 "air_to_grind",
2600 "ground",
2601 "undefined (INVALID)",
2602 "grind_any (INVALID)",
2603 "grind_boardslide",
2604 "grind_metallic (INVALID)",
2605 "grind_back50",
2606 "grind_front50",
2607 "grind_5050"
2608 };
2609
2610 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2611 #if 0
2612 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2613 s->state.steerx_s, s->state.steery_s,
2614 k_steer_ground, k_steer_air );
2615 #endif
2616 player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
2617 s->state.flip_time );
2618 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2619 s->state.trick_vel[0],
2620 s->state.trick_vel[1],
2621 s->state.trick_vel[2] );
2622 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2623 s->state.trick_euler[0],
2624 s->state.trick_euler[1],
2625 s->state.trick_euler[2] );
2626 }
2627
2628 VG_STATIC void player__skate_animate( player_instance *player,
2629 player_animation *dest )
2630 {
2631 struct player_skate *s = &player->_skate;
2632 struct player_avatar *av = player->playeravatar;
2633 struct skeleton *sk = &av->sk;
2634
2635 /* Head */
2636 float kheight = 2.0f,
2637 kleg = 0.6f;
2638
2639 v3f offset;
2640 v3_zero( offset );
2641
2642 v3f cog_local, cog_ideal;
2643 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2644
2645 v3_copy( s->state.up_dir, cog_ideal );
2646 v3_normalize( cog_ideal );
2647 m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
2648
2649 v3_sub( cog_ideal, cog_local, offset );
2650
2651
2652 v3_muls( offset, 4.0f, offset );
2653 offset[1] *= -1.0f;
2654
2655 float curspeed = v3_length( player->rb.v ),
2656 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2657 kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
2658 sign = vg_signf( kicks );
2659
2660 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
2661 s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
2662
2663 offset[0] *= 0.26f;
2664 offset[0] += s->wobble[1]*3.0f;
2665
2666 offset[1] *= -0.3f;
2667 offset[2] *= 0.01f;
2668
2669 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
2670 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
2671
2672 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2673
2674 /*
2675 * Animation blending
2676 * ===========================================
2677 */
2678
2679 /* sliding */
2680 {
2681 float desired = 0.0f;
2682 if( s->state.activity == k_skate_activity_ground )
2683 desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
2684
2685 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2686 }
2687
2688 /* movement information */
2689 {
2690 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2691
2692 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
2693 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
2694 fly = iair? 1.0f: 0.0f,
2695 wdist= s->weight_distribution[2] / k_board_length;
2696
2697 if( s->state.activity >= k_skate_activity_grind_any )
2698 wdist = 0.0f;
2699
2700 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
2701 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
2702 s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
2703 s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
2704 }
2705
2706 mdl_keyframe apose[32], bpose[32];
2707 mdl_keyframe ground_pose[32];
2708 {
2709 /* when the player is moving fast he will crouch down a little bit */
2710 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2711 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
2712
2713 /* stand/crouch */
2714 float dir_frame = s->blend_z * (15.0f/30.0f),
2715 stand_blend = offset[1]*-2.0f;
2716
2717 v3f local_cog;
2718 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2719
2720 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2721
2722 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
2723 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
2724 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2725
2726 /* sliding */
2727 float slide_frame = s->blend_x * (15.0f/30.0f);
2728 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
2729 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
2730
2731 /* pushing */
2732 double push_time = vg.time - s->state.start_push;
2733 s->blend_push = vg_lerpf( s->blend_push,
2734 (vg.time - s->state.cur_push) < 0.125,
2735 6.0f*vg.time_delta );
2736
2737 float pt = push_time + vg.accumulator;
2738 if( s->state.reverse > 0.0f )
2739 skeleton_sample_anim( sk, s->anim_push, pt, bpose );
2740 else
2741 skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
2742
2743 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2744
2745 /* trick setup */
2746 float jump_start_frame = 14.0f/30.0f;
2747
2748 float charge = s->state.jump_charge;
2749 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2750
2751 float setup_frame = charge * jump_start_frame,
2752 setup_blend = vg_minf( s->blend_jump, 1.0f );
2753
2754 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
2755 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2756 setup_frame = jump_frame;
2757
2758 struct skeleton_anim *jump_anim = s->state.jump_dir?
2759 s->anim_ollie:
2760 s->anim_ollie_reverse;
2761
2762 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2763 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2764 }
2765
2766 mdl_keyframe air_pose[32];
2767 {
2768 float target = -player->input_js1h->axis.value;
2769
2770 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2771
2772 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
2773 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
2774
2775 static v2f grab_choice;
2776
2777 v2f grab_input = { player->input_js2h->axis.value,
2778 player->input_js2v->axis.value };
2779 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
2780 if( v2_length2( grab_input ) <= 0.001f )
2781 grab_input[0] = -1.0f;
2782 else
2783 v2_normalize_clamp( grab_input );
2784 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2785
2786 float ang = atan2f( grab_choice[0], grab_choice[1] ),
2787 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2788 grab_frame = ang_unit * (15.0f/30.0f);
2789
2790 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2791 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2792 }
2793
2794 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2795
2796
2797 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
2798 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
2799 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
2800 *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
2801 *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
2802 *kf_hip = &dest->pose[av->id_hip-1],
2803 *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
2804 &dest->pose[av->id_wheel_l-1] };
2805
2806
2807 mdl_keyframe grind_pose[32];
2808 {
2809 float grind_frame = 0.5f;
2810
2811 if( s->state.activity == k_skate_activity_grind_front50 ){
2812 grind_frame = 0.0f;
2813 } else if( s->state.activity == k_skate_activity_grind_back50 ){
2814 grind_frame = 1.0f;
2815 }
2816
2817 float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2818 s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
2819 s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
2820 grind_frame, 5.0f*vg.time_delta );
2821
2822 grind_frame = s->blend_grind_balance * (15.0f/30.0f);
2823
2824 skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
2825 skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
2826 skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
2827 }
2828 skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
2829
2830 float add_grab_mod = 1.0f - s->blend_fly;
2831
2832 /* additive effects */
2833 {
2834 u32 apply_to[] = { av->id_hip,
2835 av->id_ik_hand_l,
2836 av->id_ik_hand_r,
2837 av->id_ik_elbow_l,
2838 av->id_ik_elbow_r };
2839
2840 float apply_rates[] = { 1.0f,
2841 0.75f,
2842 0.75f,
2843 0.75f,
2844 0.75f };
2845
2846 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2847 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
2848 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
2849 }
2850
2851 /* angle correction */
2852 if( v3_length2( s->state.up_dir ) > 0.001f ){
2853
2854 if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
2855 v4_length(s->state.smoothed_rotation) >= 1.1f ){
2856 vg_warn( "FIX THIS! CARROT\n" );
2857 v4_copy( player->rb.q, s->state.smoothed_rotation );
2858 }
2859 v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
2860 s->state.smoothed_rotation );
2861 q_normalize( s->state.smoothed_rotation );
2862
2863 v3f yaw_ref = {1.0f,0.0f,0.0f},
2864 yaw_smooth = {1.0f,0.0f,0.0f};
2865 q_mulv( player->rb.q, yaw_ref, yaw_ref );
2866 q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
2867 m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
2868 m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
2869
2870 float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
2871 yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
2872 yaw_counter_rotate = acosf( yaw_counter_rotate );
2873 yaw_counter_rotate *= 1.0f-s->blend_fly;
2874
2875 v3f ndir;
2876 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2877 v3_normalize( ndir );
2878
2879 v3f up = { 0.0f, 1.0f, 0.0f };
2880
2881 float a = v3_dot( ndir, up );
2882 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2883
2884 v3f axis;
2885 v4f qfixup, qcounteryaw, qtotal;
2886
2887 v3_cross( up, ndir, axis );
2888 q_axis_angle( qfixup, axis, a );
2889
2890 q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
2891 q_mul( qcounteryaw, qfixup, qtotal );
2892 q_normalize( qtotal );
2893
2894 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2895 v3f origin;
2896 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2897
2898 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2899 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2900
2901 keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
2902 qtotal );
2903 }
2904
2905 v3f p1, p2;
2906 m3x3_mulv( player->rb.to_world, up, p1 );
2907 m3x3_mulv( player->rb.to_world, ndir, p2 );
2908
2909 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2910 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2911
2912 }
2913
2914 v4f qtotal;
2915 v4f qtrickr, qyawr, qpitchr, qrollr;
2916 v3f eulerr;
2917
2918 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2919
2920 q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
2921 q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
2922 q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
2923
2924 q_mul( qpitchr, qrollr, qtrickr );
2925 q_mul( qyawr, qtrickr, qtotal );
2926 q_normalize( qtotal );
2927
2928 q_mul( qtotal, kf_board->q, kf_board->q );
2929
2930
2931 /* trick rotation */
2932 v4f qtrick, qyaw, qpitch, qroll;
2933 v3f euler;
2934 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2935
2936 float jump_t = vg.time-s->state.jump_time;
2937
2938 float k=17.0f;
2939 float h = k*jump_t;
2940 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2941 extra *= s->state.slap * 4.0f;
2942
2943 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
2944 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
2945 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
2946
2947 q_mul( qyaw, qroll, qtrick );
2948 q_mul( qpitch, qtrick, qtrick );
2949 q_mul( kf_board->q, qtrick, kf_board->q );
2950 q_normalize( kf_board->q );
2951
2952
2953 /* foot weight distribution */
2954 if( s->blend_weight > 0.0f ){
2955 kf_foot_l->co[2] += s->blend_weight * 0.2f;
2956 kf_foot_r->co[2] += s->blend_weight * 0.1f;
2957 }
2958 else{
2959 kf_foot_r->co[2] += s->blend_weight * 0.3f;
2960 kf_foot_l->co[2] += s->blend_weight * 0.1f;
2961 }
2962
2963 float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
2964 s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
2965
2966 kf_foot_l->co[1] += s->state.slap;
2967 kf_foot_r->co[1] += s->state.slap;
2968 kf_knee_l->co[1] += s->state.slap;
2969 kf_knee_r->co[1] += s->state.slap;
2970 kf_board->co[1] += s->state.slap * s->subslap;
2971 kf_hip->co[1] += s->state.slap * 0.25f;
2972
2973 /*
2974 * animation wishlist:
2975 * boardslide/grind jump animations
2976 * when tricking the slap should not appply or less apply
2977 * not animations however DONT target grinds that are vertically down.
2978 */
2979
2980 /* truck rotation */
2981 for( int i=0; i<2; i++ )
2982 {
2983 float a = vg_minf( s->truckv0[i][0], 1.0f );
2984 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
2985
2986 v4f q;
2987 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
2988 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
2989 q_normalize( kf_wheels[i]->q );
2990 }
2991 }
2992
2993 {
2994 mdl_keyframe
2995 *kf_head = &dest->pose[av->id_head-1],
2996 *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
2997 *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
2998 *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
2999 *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
3000
3001 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3002 warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
3003
3004 v4f qrot;
3005 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3006
3007 v3f origin = {0.0f,0.2f,0.0f};
3008 keyframe_rotate_around( kf_hand_l, origin,
3009 av->sk.bones[av->id_ik_hand_l].co, qrot );
3010 keyframe_rotate_around( kf_hand_r, origin,
3011 av->sk.bones[av->id_ik_hand_r].co, qrot );
3012 keyframe_rotate_around( kf_hip, origin,
3013 av->sk.bones[av->id_hip].co, qrot );
3014 keyframe_rotate_around( kf_elbow_r, origin,
3015 av->sk.bones[av->id_ik_elbow_r].co, qrot );
3016 keyframe_rotate_around( kf_elbow_l, origin,
3017 av->sk.bones[av->id_ik_elbow_l].co, qrot );
3018
3019 q_inv( qrot, qrot );
3020 q_mul( qrot, kf_head->q, kf_head->q );
3021 q_normalize( kf_head->q );
3022 }
3023
3024 /* transform */
3025 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
3026 v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
3027
3028 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
3029
3030 v4f qflip;
3031 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
3032 (fabsf(s->state.flip_rate) > 0.01f) )
3033 {
3034 float t = s->state.flip_time;
3035 sign = vg_signf( t );
3036
3037 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3038 t = sign * (1.0f-t*t);
3039
3040 float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3041 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
3042 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3043
3044 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
3045
3046 q_axis_angle( qflip, s->state.flip_axis, angle );
3047 q_mul( qflip, dest->root_q, dest->root_q );
3048 q_normalize( dest->root_q );
3049
3050 v3f rotation_point, rco;
3051 v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
3052 v3_sub( dest->root_co, rotation_point, rco );
3053
3054 q_mulv( qflip, rco, rco );
3055 v3_add( rco, rotation_point, dest->root_co );
3056 }
3057
3058 skeleton_copy_pose( sk, dest->pose, s->holdout );
3059 }
3060
3061 VG_STATIC void player__skate_post_animate( player_instance *player )
3062 {
3063 struct player_skate *s = &player->_skate;
3064 struct player_avatar *av = player->playeravatar;
3065
3066 player->cam_velocity_influence = 1.0f;
3067
3068 v3f head = { 0.0f, 1.8f, 0.0f };
3069 m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
3070 m4x3_mulv( player->rb.to_local, s->state.head_position,
3071 s->state.head_position );
3072 }
3073
3074 VG_STATIC void player__skate_reset_animator( player_instance *player )
3075 {
3076 struct player_skate *s = &player->_skate;
3077
3078 if( s->state.activity <= k_skate_activity_air_to_grind )
3079 s->blend_fly = 1.0f;
3080 else
3081 s->blend_fly = 0.0f;
3082
3083 s->blend_slide = 0.0f;
3084 s->blend_z = 0.0f;
3085 s->blend_x = 0.0f;
3086 s->blend_grind = 0.0f;
3087 s->blend_grind_balance = 0.0f;
3088 s->blend_stand = 0.0f;
3089 s->blend_push = 0.0f;
3090 s->blend_jump = 0.0f;
3091 s->blend_airdir = 0.0f;
3092 s->blend_weight = 0.0f;
3093 s->subslap = 0.0f;
3094 v2_zero( s->wobble );
3095
3096 v3_zero( s->board_trick_residuald );
3097 v3_zero( s->board_trick_residualv );
3098 v3_zero( s->truckv0[0] );
3099 v3_zero( s->truckv0[1] );
3100 }
3101
3102 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
3103 {
3104 struct player_skate *s = &player->_skate;
3105 s->state.jump_charge = 0.0f;
3106 s->state.charging_jump = 0;
3107 s->state.jump_dir = 0;
3108 v3_zero( s->state.flip_axis );
3109 s->state.flip_time = 0.0f;
3110 s->state.flip_rate = 0.0f;
3111 s->state.reverse = 0.0f;
3112 s->state.slip = 0.0f;
3113 s->state.grabbing = 0.0f;
3114 v2_zero( s->state.grab_mouse_delta );
3115 s->state.slap = 0.0f;
3116 s->state.jump_time = 0.0;
3117 s->state.start_push = 0.0;
3118 s->state.cur_push = 0.0;
3119 s->state.air_start = 0.0;
3120
3121 v3_zero( s->state.air_init_v );
3122 v3_zero( s->state.air_init_co );
3123
3124 s->state.gravity_bias = k_gravity;
3125 v3_copy( player->rb.co, s->state.prev_pos );
3126 v4_copy( player->rb.q, s->state.smoothed_rotation );
3127 v3_zero( s->state.throw_v );
3128 v3_zero( s->state.trick_vel );
3129 v3_zero( s->state.trick_euler );
3130 v3_zero( s->state.cog_v );
3131 s->grind_cooldown = 0;
3132 s->surface_cooldown = 0;
3133 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
3134 v3_copy( player->rb.to_world[1], s->state.up_dir );
3135 v3_copy( player->rb.to_world[1], s->surface_picture );
3136 v3_zero( s->weight_distribution );
3137 v3_copy( player->rb.co, s->state.prev_pos );
3138 }
3139
3140 VG_STATIC void player__skate_reset( player_instance *player,
3141 ent_spawn *rp )
3142 {
3143 struct player_skate *s = &player->_skate;
3144 v3_zero( player->rb.v );
3145 v4_copy( rp->transform.q, player->rb.q );
3146
3147 s->state.activity = k_skate_activity_air;
3148 s->state.activity_prev = k_skate_activity_air;
3149
3150 player__skate_clear_mechanics( player );
3151 player__skate_reset_animator( player );
3152
3153 v3_zero( s->state.head_position );
3154 s->state.head_position[1] = 1.8f;
3155 }
3156
3157 VG_STATIC void player__skate_restore( player_instance *player )
3158 {
3159 struct player_skate *s = &player->_skate;
3160 s->state = s->state_gate_storage;
3161 }
3162
3163 #endif /* PLAYER_SKATE_C */